Major Edits:
Bolter weapons - increase damage by 100%. If shot in the head, the enemy gets staggered.
|You may think omg 100%, but lets in numbers , most bolter weapons need +- 20 shots exactly in head, it is not a reward for your accuracy , its necessity not conditioned by anything, in this case, those 100% don't look so scary anymore? and will it be so scary for "stalker" from 5 (you can make 4 shots now , but must be not more than 3) shots make 3 to put enemy majoris into finisher stance, and for sniper bolt rifle from 4 to 2 ?! with changes below (more enemies and their damage etc.) you will have alternative weapon choise than plasma , and no , plasma not imbalance weapon, we just dont have reward for bolter`s headshots, and it will allow you for example to take bolters without accuracy but with more damage and ammunition , as result more flexibility, fun and replayability. | At the moment, for bolter weapons ,enemies are just sponges for damage.
And this has a direct negative effect on the dynamics of the game.|
- Close Combat - Increase damage by 100%.
- After edits above: Damage from Gun Strke should be equal to headshot from the corresponding weapon.
- Add blue and red icons of hits that can or cannot be parried in several perk`s descriptions.
- All perk`s effects that have no cd with a time duration can be reused during its duration by repeating the conditions.
- Check all perks which have cd or duration, must be shown in UI.
- More amount of enemies and their damage.
- Fix grenade launcher by adding alternative launcher with krak grenade and making wider radius for frag version (less damage for frag version, it must be same like we have in equipment from mission begining, this will compensate last update (one grenade per majoris in 30 sec of cource with such bolter buff as above).
- AI behavior: range enemies often don't want to attack in melee when we are close enough espesially while in rage/glowing state less frequently same things with melee units.
- Friendly fire for range weapons at least from 6th difficulty but better from 4th. (vemintide have/ no problems, simular helldivers , deeprock etc).
- Blocking, we already have Fencing that good one (but if you make next changes - allow parry to counter red hits), but block and balance: make bar somthing like stamina for exacly blocking by holding the button, and after it became empty causes explosion for 5 - 10 m which exaclty stunned enemies which give us enough time to kill several, and by evasions or just running away to wait "stamina" cd somewhere 10-15 sec, and allow us to block red and blue hits in melee (exception bulwark- he can range too), balance must have two options: can parry by pressing and blocking by holding but without explosion on empty stamina and no option for parry or blocking red hits.
- Evasion: it will be good to make evasion/cancell close to parry (when you cancelling animation by parry/block button) its just impossible to use timing evasion in most animations)
Foreword:
- Fixes - include what already in perks but with numbers chage and several addition or deletions (depens on descriprion)
- Useless perks - changes in "Class`s perks rework suggestions"
- Percentage damage figures in class edits and class`s perks rework suggestions are abstract. Depends on the implementation of major edits.
Class edits:
Tactical
Useless perks:
- Kraken penetrator rounds.
- Steady aim.
- Final shot.
- Communion of fire.
- Target lock.
- Concentrated fire.
Fix:
- Marked for death - cd 15-30 seconds.
Vital data - should be 100%
Precise calibration - you can mark enemies not higher than majoris , 100% more radius instead of 25% less.
Close targeting - 10% melee damage +2 melee speed +2 cleaving potential. (switch position in perk tree between Close targeting and Target lock)
Battle focus - damage bonus sholud work on parry itself and on gun strike state if for exaple with Concentrated fire ("Containment" - look reworks below) and if you do with block sistem above - to stunned enemies by empty stamina mechanic for Block tipe.
Assault
Jump Pack should not depend on weapon type damage, otherwise everything but hammer is not effective.
Useless perks:
- Winged Fury.
Retribution.
Act of attrition.
Strategic Strikes.
Hammer of Wrath.
Fix:
- Consecutive execution - cd 30-60 sec. If you add to kill one majoris, then 60 seconds. If left without, then 30 sec.
Perseverance - from 15% to 30%, or better yet 50%.
Smiting angel - up to 20-30% damage. (with jump pack change with this perk we begin to kill gaunts, if + diligence, we begin to kill demons, only precision strike allow us to kill majoris and all three allow us to kill extrmis).
Diligence - 30-50% damage.
Pride in duty - lasts 20 sec. and 100% dmg. (shold be alternative for precision but with currint conditon).
Armour reinforcement - To count + 1 armour segment per shot and +1 per kill (example: if you killing by Gun Strke you getting two armour segments).
Ample ammunition - 50 % to all damage or only melee.
Vanguard
Useless perks:
- Duellist.
- Retribution.
Fix:
- Moving target - 5% per stack and up to a maximum of 25% and 10 sec.
Close-combat focus - up to 30-50%
Consecutive execution - cd 30-60 sec. If you add to kill one majoris, then 60 seconds. If left without, then 30 sec.
Shock wave - 10 m and damage to kill ordinary enemies such gaunts.
Collateral damage - move to another branch for joint use with shockwave and damage boost to kill demons.
Thrill of the fight - 10 sec. (and others such perks duration, better from 10 sec).
Adrenaline Rush - 15-25% for majoris, but give a cd of 60 seconds.
Upper hand - add 50% range damage resistance.
Tenacity - in perk tree replace with Collateral damage and in addition to activate perk allow to kill majoris or higher.
Bulwark
Sew in the effect of Bastion Inspirational Symbol and remove it from the perks and instead put a perk with Anstagger during banner.
Useless perks:
- Effective formation
- Defensive mastery
Fix:
- Intimidating aura - remove scaling and cd or just cd. (better just cd).
- Armour of Contempt - counter damage sould be fully reflected with scaling damage from difficulty (exampe: snipers`s shot reflects to sourrounding for example majoris and you can kill them by finisher).PS if fiendly fire, you can freely use this mechanic with teammates, but they must shoot exactly in shield while we in block stance (we must be faced to them, that means our back will be open for enemies) not in our back).
- scrambled targeting - 3 or more enemies and less damage from all attacks 15%.
- Armour reinforcement - To count + 1 armour segment per shot and +1 per kill.(example: if you killing by Gun Strke you getting two armour segments)
- Defensive Advantage - Lasts for 10 sec.
- Focused restoration - has a cd of 25 sec and activates the armour regeneration effect.
- Purity of purpose - effect counted as shock zone for "Shock And Ave" buff .
- Rapid regeneration - duration for 5 sec, but when an ally comes under the effect of the standard, he would be given white hp and all armour, for the duration of the flag. (the whole duration, not only when the flag uses, something like 5 sec of deathless).
- Concussive force - force wave at 5-10 metres and remove the damage bonus. And interrupt all attacks except special blue and red. (to work with more powerfull stagger from "Focused strenth")
- Glory`s shield - 50% reduce incoming damage, but does not restore health and armour while increasing the duration of the Standard by 100% and reducing cd by 50 % ( base cd was 2 mins , with last patch`s Invigorating icon +100% - 4 mins, with this perk it will be like it was before patch - two mins)
- Inspiration - Increase damage by 50% and increase radius by 100%.
- Emergency Countermeasure - cd 60 sec.
Sniper
Useless perks:
- Medicae adept.
Efficient readiness.
Dexterous hands.
Fix:
- Block Break - remove damage, but any shot drops the block.
High capacity - 25-50%
Vantage point - 50% damage.
Adaptability - 50% for 10-15 sec.
Iron Grip - Remove the damage effect on Terminus enemies and add a reload effect and +3 to reload and accuracy.
Precision targeting - Add majoris and make it 15%.
Tactical Ambush - Damage in melee, not for 1st hit, but for 5-10 sec.
Ambush - Remove cd.
Emergency Override - 120 sec cd.
Pattern of excellence - 60 sec.
lingering concealment - add +1-3 sec duration with all cloak bonuses (like you`re still using ability).
Heavy
Useless perks:
- Enhanced force.
- Bonds of brotherhood.
- Field Adjustment.
- Power regulator.
Fix:
- Restoration - Add a kill from an majoris enemy.
Auxiliary Ammunition - Add a kill from an majoris enemy.
Strategic Stand - Either we can move or we are completely unstaggered from attack (red and blue too) and increase from 15% to 30%.
Consecutive execution - cd 60 sec and add a kill from an majoris enemy.
Obdurate Bastion - capability to activate iron halo ability at any charge level.
Offensive capability - 10m.
Coolant Reserve - 30% - 1 ally, 60% - 2 allies.
Conversion Field - 15-20m. 100%.
Emperor`s protection - and activates the armour regeneration effect.
Class`s perks rework suggestions:
1) Tactical:
- Kraken penetrator rounds - must break and penetrate block with full damage.
- Steady aim - when you close to allies (in 10-15m radius) 30% less spread and recoil.
- Final shot - (name change to Fervour) when you close to allies (in 10-15m radius) +3 attack speed +3 reload speed.
- Communion of fire - fire rate +2 and reload speed +2.
- Target lock - all hits in auspexed target counted as headshots.
- Concentrated fire (name change to Containment) like it was mark only in zone, 100% dmg bonus , 100% more radius, 100% more duration, 100% more cd, enemies cant shoot and leave zone (except Terminus level enemies)
2. Assault:
- Winged Fury - only +3 to cleaving potetial.
- Retribution - just 10% to melee damage.
- Act of attrition - just +3 attack speed.
- Strategic Strikes - all squad members +2 attack speed and +2 cleaving potential.
- Hammer of Wrath - all like it was but +: 50% dmage resistance to range instead 15% and for 10-15 sec after landing we gain buff 2-5% jump pack charge per kill.
3. Vanguard:
- Duellist - just +3 attack speed.
- Retribution - just +3 cleaving potential.
4. Bulwark:
- Effective formation - just resistance to all damage 10-20 %.
Defensive mastery - while standing still and holding block , Provokes enemies to attack you in 30 meter radius.
Invigorating icon - completely ignore stagger effect during banner.
5. Sniper:
- Medicae adept - (name change to Fervour) replace with Vantage Point and gives just +3 cleaving potential.
- Dexterous hands - just +3 attack speed.
- Efficient readiness - during out of combat for 10-15 sec and without enemies in 15-30 meters radius (from mission strat too!) you will get endless cloak with all bonuses (like you`re still using ability) automatically untill you shoot or enemy get in this radius.
6. Heavy:
- Enhanced force - allow to knock down majoris and extremis enemies every 5-10 sec.
- Bonds of brotherhood - increase amount of grenades by 50%-100% for all squad members.
- Field Adjustment - you cant use barrier but gain permanent bonus of 25% dmage resistanse and it will counted as cooldown state for Brute Force perk.
- Power regulator - add duration 10-15 sec, durability +100%, on activation counted as all energy spent, for activation the armour regeneration effect of Emperor`s protection.
Annotation:
Game has been tested on highest difficulty with each charater and weapon fully upgraded.Passed by solo, with randoms, with team of two and three people.
Im certified QA specialist.(if you need more detalised report - can submit).
I`d like to see testing poligon based on trials conception with next options:
- Creature spawn with hp bar in numbers and resistance if they have so.
- Ai controll on/off.
- Preferred attack animation.
- Our hp in nubers and vulnurability option to test resistance.
- Show damage numbers option for comfort.
- Endless supplies of cource.
Suggestions:
- Three bosses per mission.
After all changes above - two melee bosses at time, which will be one time of three per mission (with option to direct the jerk of one into the other, same thing with their range attaks).
New weapons (as many as you can) for example such as power axes and thunder claws, melta for example have secondary version named inferno pistol, volkite weapon - its weapon`s line, not only pistol - pyroblaster (you already have it`s asset in game)
Rework melta (its not a shotgun, its antiarmor (even tank) weapon which shooting concetrated beam of thermal energy (not laser!)).
astartes have shotguns btw.
Rocket/missle launchers.
Gravigun (but we dont know have you permission from GV to add it due to this weapon not in primaris weapon list, but you already done somehing at your discretion).
Combi weapons (primaris have it, example codex 10th edition sternguard veteran squad)
Weapons for different classes, Why doesn't Tactical have not a plasma pistol etc.? You have already done so in accordance with the codex, so why not? or (old name devastator) must have not only heavy bolter but heavy boltgun too.
Increase running movement speed to 30-50%.
Assault - if you will add flamer or pyroblaster for his perk "Ample ammunition" ( new animation ,he will no longer take-off , but fly along the ground, setting the ground on fire and upon arrival turning around to brake, setting the area and enemies on fire with its nozzles.
Heavy perks - new animations: Field Adjustment, Power regulator (For the first: barrier turns dome and grows to three times its size, becoming stationary.
For the second: three individual shields appear, which communicate with heavy by means of energy threads-channels.Capability to choose equipment which we have from mission start.
Duplicate shoulder pad from right to left and vice versa.
in addition perfectly gonna be to divide shoulder pad from its Edging and large-scale decorations , same thing with other armour parts.
Russian language localisation:
1. Class name:
- Солдат -> Тактик - [Tactical]
Поддержка -> Опустошитель or Заступник - [Heavy] ([Devastator]) (you already have tactical which not primaris codec unit , that means you can use names of firstborn units)
2. Perk`s names:
Tactical -
- Усиленные патроны -> Пробивающие болты Кракена - [Kraken penetrator rounds].
Ударный фактор -> Распространяющиеся воздействие - [Radiating Impact].
Sniper -
- Неуловимость -> Уклонение - [Evasion].
Heavy -
- Сила духа -> Стойкость - [Fortitude].
Стратегическая стойка -> Стратегическая Позиция - [Strategic stand].
Братские узы -> Узы братства - [Bonds of brotherhood].
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